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  1. #11
    Xsyon Citizen Creator's Avatar
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    May 2011
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    168
    1) website needs to be more stable
    2) desync, desync, desync
    3) UI refinement. ( scrollbars, warnings/checks for destroy buildings, etc.)
    4) Load times still slow for game for some people.
    5) I think everyone should be able to eventually make baskets/containers/storage bug or not.

  2. #12
    Quote Originally Posted by Creator View Post
    1) website needs to be more stable
    2) desync, desync, desync
    3) UI refinement. ( scrollbars, warnings/checks for destroy buildings, etc.)
    4) Load times still slow for game for some people.
    5) I think everyone should be able to eventually make baskets/containers/storage bug or not.
    lol..ignore the hell out of my post...THIS IS WHAT NEEDS TO HAPPEN IN THE NEXT FEW DAYS! lol

    Good post Creator

  3. #13
    The question is about "small fixes" and I see a lot of things that I wouldn't personally call a small fix. But anyway...

    1. Desync should be the first thing to come.
    2. We should be able to open bags and craft windows while sitting/sleeping, it's just plain annoying. Oh and while running/swimming too.
    3. Make the craft windows, specially the tool/weaponcrafting, sortable by name or by type. It's really annoying that you have to go through the list everytime you want to make a specif tool/weapon.
    4. Make it possible to name baskets. So that we can sort our things and not have to look for an hour for a specif item. That is specially true in bigger tribes.
    5. The item description we have right now, is not what I call an item description. First of all, I don't really care about who made what. Sure, knowing the durability is nice, but wouldn't it be simpler to put numbers? Poor= 10/10, Low= 20/20, Medium= 40/40, High= 60/60, V-High= 80/80, Supreme= 100/100. So that way once it's getting lower, you would know where you are at.

    Oh, the item is "not" worn, "a little bit" worn, "a very little bit" worn, "quite" worn, etc... etc... That useless information.

    Same goes for quality, I don't really want to know if it's poor or very high, I want to know stats! Tell me, the weapon as 2 ATK or 4 or 10 or 20 or 100. As far as I know now, all the weapon are the same, none are stronger than the other, just the crafter/material used make a difference.

    And let me add another point.

    6. Make it so that harder recipe give more experience in the skill and that easier ones give less. That would prevent the dumb spamming of the simplest, useless item over and over and therefore, make people more excited about making stuff. I grinded 100 toolcrafting by doing what? Making forager punch over and over until eyes became red and my wrist hurt from clicking.

  4. #14
    Quote Originally Posted by NorCalGooey View Post
    Craft all option doesn't really promote active play. Just saying. If it's like the WoW "Craft 500 bandages go AFK for 20 minutes" then it will be worse than the current system. just my opinion

    and an in game currency won't work if it is just GIVEN to the players. the current system is like mining for metals...you have to actually do work (scavenge) to create your wealth (and currency comes from scav too ofc).

    as it is currently, 1 penny = 1 quarter = 1 dollar.

    Maybe you could elaborate on your currency idea Jadzia? I don't see any proper way to make it work without the Xsyon devs acting like a central bank, inflating only when the population inflates. How will they add more currency? Will all characters log on and all of a sudden have instant currency in their bags?

    I like the "you have to find your currency" system we currently have...but yeah maybe you could give some more details on a currency idea. I can't think of anything.


    also, sorry if this thread is for suggestions only and not discussion suggestions.
    I think the thread is not for discussion
    So I don't comment on your pots, just want to give a link which gives an idea for currency:http://www.xsyon.com/forum/showthrea...rter/page3/#28

  5. #15
    #1 Carts/beast of burden- trade increases extremely, pvp increases due to more traders + carrying more, diplomacy increases due to increased trade and pvp

    #2 Desync- eliminated to help pvp

    #3 Crafting- recipe scroll speed & recipe sorting, add stacks of items instead of dragging/dropping each time, as well as tools to make them, or tools at least.

    #4 Functional gates so bases can be completed and ready for wars caused by increased trading and pvp. As well as alliance forming. (Keys to gate would be cool so certain people had access to certain areas of base!?)

    #5 PvE- Rare resource areas, zombies etc.... Gotta get some purpose! (Sorry if this isn't small?)

    Great topic DEVdezgard! I think I speak for everyone when I say...
    Thank you for listening!

  6. #16
    Skill gain from hunting. why is this even turned off?

    scroll bars or faster scrolling on recipes

    more rare finds from scavenging

    new road colors tired of dirt or that ugly brown road

    Random but very rare better stats from crafted items

  7. #17
    my list:
    1) logging gains without deforesting the map (gains from felling tree, choping large... allow large to be choped small, small to fire wood ect...)
    2) combat (being worked on)...
    3) more PVE optioins that require cooprative actions (trees can be felled by more than one player... making it faster or better quality.. ect) give us a point to do things with other players... encorage co-op with co-op game mechanics.
    4) UI mods... most have been mentioned
    5) more skill accomplishment with level... a GM anything should vastly out perform a low skill anything... especialy if were getting skill caps that prevent capping many skills (please no skill degridation if a skill is GMed... as it is soo hard to cap some skills).

  8. #18
    -the craft menu should (in order of the ease with which i perceive these could be implemented):
    -scroll with acceleration
    - if the craft has sets, have a tab for each set learned so far as well as one for all. Each tab would then have a maximum of 20 items (one for each clothing slot).
    - all craft lists should have options sort or filter by item function.
    -There should be ~10 slots in the craft menu to preselect tools/mats. It would only allow one tool of each type and tools would be replaced if a new tool of the same type is selected. Place the tools/mats in this menu using a right click, filling the bag from the top left to bottom right. Tools and unused mats would remain in these slots between items unless removed from the your bag or broken.

  9. #19
    Small changes/fixes:

    1) Make the right click destroy have a progress bar, at least, so we can cancel out of it. Or make it just harder to do with a confirmation.
    2) Berries should give water. Would help some with the need for canteens as well as be more realistic.
    3) Put in Patchwork tarps.
    4) Make the Mupilp Teepee a storage shed, container, with like 500 slots. This would help with tribe basket craziness and i believe they can not be entered at the moment anyway.
    5) Allow new content, recipes, or skills trickle in rather than have a huge Hunting package that includes everything for the skill at once. Small bits of "new" will go along way.

  10. #20
    Xsyon Citizen VeryWiiTee's Avatar
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    Oct 2010
    Location
    Somewhere in nowhere
    Posts
    414
    Quote Originally Posted by Creator View Post
    1) website needs to be more stable
    2) desync, desync, desync
    3) UI refinement. ( scrollbars, warnings/checks for destroy buildings, etc.)
    4) Load times still slow for game for some people.
    5) I think everyone should be able to eventually make baskets/containers/storage bug or not.
    Website won't make more people play it.
    Desync I gotta agree on.
    Isn't the 'Destroy Building' enough of a warning ^^? Oh small fixes.. Nevermind my bullshit.

    Quote Originally Posted by soulless View Post
    3) more PVE optioins that require cooprative actions (trees can be felled by more than one player... making it faster or better quality.. ect) give us a point to do things with other players... encorage co-op with co-op game mechanics.
    Like Vanguard where people are able to gather together increasing output and chances of rares from the crafting materials. Good idea.

    1) Stronger animals
    2) Upgraded roads - faster run speed, needs to be placed on top of old player made roads (requiring bricks to make?)
    3) Rare resources that are scarcely scattered.
    4) Darkviper1 number 5. (though it may be tricky due to the facts some revisions depends on each other to work.)
    5) Different coloured materials should show up on buildings, armor and weapons instead of the same.

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